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- /**********************************************************************************************
- *
- * raylib - Standard Game template
- *
- * Level05 Screen Functions Definitions (Init, Update, Draw, Unload)
- *
- * Copyright (c) 2014 Ramon Santamaria (@raysan5)
- *
- * This software is provided "as-is", without any express or implied warranty. In no event
- * will the authors be held liable for any damages arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- **********************************************************************************************/
-
- #include "raylib.h"
- #include "screens.h"
-
- #define NUM_CIRCLES 10
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition (local to this module)
- //----------------------------------------------------------------------------------
-
- // Level05 screen global variables
- static int framesCounter;
- static int finishScreen;
-
- static Vector2 circleCenter;
- static float circleRadius[NUM_CIRCLES];
- static bool circleLocked[NUM_CIRCLES];
- static Color circleColor[NUM_CIRCLES];
-
- static bool done = false;
- static int levelTimeSec = 0;
- static bool levelFinished = false;
-
- //----------------------------------------------------------------------------------
- // Level05 Screen Functions Definition
- //----------------------------------------------------------------------------------
- static bool CheckColor(Color col1, Color col2);
-
- // Level05 Screen Initialization logic
- void InitLevel05Screen(void)
- {
- // Initialize Level05 screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-
- circleCenter = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 };
-
- for (int i = 0; i < NUM_CIRCLES; i++)
- {
- circleRadius[i] = 760/NUM_CIRCLES*(NUM_CIRCLES - i);
- circleLocked[i] = false;
- }
-
- // That's a dirty hack to give sonme coherence to this puzzle...
- circleColor[9] = GRAY;
- circleColor[8] = RAYWHITE;
- circleColor[7] = RAYWHITE;
- circleColor[6] = GRAY;
- circleColor[5] = RAYWHITE;
- circleColor[4] = GRAY;
- circleColor[3] = GRAY;
- circleColor[2] = GRAY;
- circleColor[1] = RAYWHITE;
- circleColor[0] = GRAY;
- }
-
- // Level05 Screen Update logic
- void UpdateLevel05Screen(void)
- {
- // Update Level05 screen variables here!
- framesCounter++;
-
- if (!done)
- {
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- for (int i = NUM_CIRCLES - 1; i >= 0; i--)
- {
- if (CheckCollisionPointCircle(GetMousePosition(), circleCenter, circleRadius[i]))
- {
- if (i == 0)
- {
- if (CheckColor(circleColor[8], GRAY)) circleColor[8] = RAYWHITE;
- else circleColor[8] = GRAY;
- }
- else if (i == 2)
- {
- if (CheckColor(circleColor[5], GRAY)) circleColor[5] = RAYWHITE;
- else circleColor[5] = GRAY;
- }
- else if (i == 3)
- {
- if (CheckColor(circleColor[6], GRAY)) circleColor[6] = RAYWHITE;
- else circleColor[6] = GRAY;
- }
- else
- {
- if (CheckColor(circleColor[i], GRAY)) circleColor[i] = RAYWHITE;
- else circleColor[i] = GRAY;
- }
- return;
- }
- }
- }
-
- // Check all cicles done
- for (int i = 0; i < NUM_CIRCLES; i++)
- {
- done = true;
-
- if (CheckColor(circleColor[i], RAYWHITE))
- {
- done = false;
- return;
- }
-
- //if (done) PlaySound(levelWin);
- }
- }
-
- if (done && !levelFinished)
- {
- levelTimeSec = framesCounter/60;
- levelFinished = true;
- framesCounter = 0;
- }
-
- if (levelFinished)
- {
- framesCounter++;
-
- if ((framesCounter > 90) && (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) finishScreen = true;
- }
- }
-
- // Level05 Screen Draw logic
- void DrawLevel05Screen(void)
- {
- // Draw Level05 screen
- for (int i = 0; i < NUM_CIRCLES; i++)
- {
- DrawPoly(circleCenter, 64, circleRadius[i], 0.0f, circleColor[i]);
- }
-
-
-
- if (levelFinished)
- {
- DrawRectangleBordersRec((Rectangle){0, 0, GetScreenWidth(), GetScreenHeight()}, 0, 0, 60, Fade(LIGHTGRAY, 0.6f));
- DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, GRAY);
- DrawText(FormatText("DONE! (Seconds: %03i)", levelTimeSec), GetScreenWidth()/2 - MeasureText("DONE! (Seconds: 000)", 30)/2, GetScreenHeight() - 40, 30, GRAY);
- }
- else DrawText("LEVEL 05", GetScreenWidth()/2 - MeasureText("LEVEL 05", 30)/2, 20, 30, LIGHTGRAY);
- }
-
- // Level05 Screen Unload logic
- void UnloadLevel05Screen(void)
- {
- // TODO: Unload Level05 screen variables here!
- }
-
- // Level05 Screen should finish?
- int FinishLevel05Screen(void)
- {
- return finishScreen;
- }
-
- static bool CheckColor(Color col1, Color col2)
- {
- return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a));
- }
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